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Socket.IO (TCP) holds back later packets while it retransmits a lost one, which stalls worldUpdate delivery on lossy long-distance links — exactly the pattern game state suffers worst from. WebRTC DataChannels in unreliable mode (ordered:false, maxRetransmits:0) drop late packets instead of queueing them, which is what we want for high-frequency state sync. Adds a per-user WebRTCTransport on top of the existing Socket.IO connection. Socket.IO stays in charge of bootstrap, signaling (SDP/ICE exchange), and control messages — only gameCommand payloads get routed onto the unreliable channel once it's open. If WebRTC fails to negotiate, gameCommand transparently falls back to Socket.IO, so the game keeps working unchanged. A new StatsLogger writes per-session JSONL events (session_start, webrtc_ready with negotiation time, per-second stats with transport, RTT samples, recv/send rates, seq gaps) so we can compare real-world runs (e.g. Germany server <-> Korea client) instead of guessing. URL flag ?webrtc=0 forces fallback for A/B testing. scripts/webrtc-browser-test.js spins up a headless Chromium against a freshly-started server and asserts the unreliable channel opens and gameCommand traffic actually rides it. |
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| build.sh | ||
| core_analyzer.js | ||
| deploy.sh | ||
| optimize.js | ||
| optimize_.js | ||
| webrtc-browser-test.js | ||